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f83c605958
* Add jamming coef to change or disable jamming. * change max to 5 * add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat - add setting for overheating effects distance - add unjaming on barrel swap, with setting - add increase rate of fire with heat, with setting - fix some formatting * little tweaks * add overheating cookoff feature - add overheating cookoff feature - add documentation - bugfixes/improvements * Update ace3-config-entries.md * Update overheating-framework.md * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_firedEH.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update docs/wiki/feature/overheating.md Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/stringtable.xml Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * remove extra underwater cooling, make cookoffCoef enable cookoff - add coef setting for heat generation per shot - merge cookoff setting into cookoff coef setting - remove check for water that increased cooling - change max rof increase from heat to 10% - change ammo heating to a less linear formula - change cookoffCoef to effect inginition tempurature instead of heat amount - delay cookoff shot until any firing animation is done - update strings based on feedback * Update stringtable.xml * add cookoff notification * improvements from play testing - move ammo heat loop into seperate function with a tighter loop - factor rain into cooling calculation - handle cooling while swimming - merge cookoff take event handler into fnc_handleTakeEH - fix case where cookoff could potentially come from underbarrel weapon muzzle - only add TakeEH if required by enabled settings - improve cookoff muzzle/mode handling * fix missing semi that I swear I already fixed before pushing * Update overheating-framework.md * Update fnc_updateAmmoTemperature.sqf * include wind speed in cooling calculation * cool with X - add ace interactions to allow cooling with water sources when Ace X is loaded - add documentation for cooling - move getting barrel mass to a function * documentation formatting * Add config array for weapon jam types, as not all weapon can get all types IRL. * remove variable that's not required * add some compat entries for RHS * fix merge conflict * fix a happy little accident * move to CBA settings, minor styling. * Update error message in fnc_jamWeapon.sqf Co-authored-by: jonpas <jonpas33@gmail.com> * Apply suggestions from code review Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
class CfgWeapons {
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class PistolCore;
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class Pistol : PistolCore {
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//Closed Bolt (Closed Bolt will cook off if too hot)
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//Pistols are nearly universally closed bolt.
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GVAR(closedBolt) = 1;
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};
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class Pistol_Base_F : Pistol {};
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class hgun_Pistol_heavy_02_F : Pistol_Base_F {
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GVAR(jamTypesAllowed) = ["Fire","Dud"];
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};
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class hgun_Pistol_Signal_F : Pistol_Base_F {
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GVAR(jamTypesAllowed) = ["Fire","Dud"];
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};
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class RifleCore;
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class Rifle: RifleCore {
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//Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
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GVAR(mrbs) = 3000;
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//Dispersion Factor (this will be scaled based on the barrel temp)
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GVAR(dispersion) = 1;
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//Slowdown Factor (this will be scaled based on the barrel temp)
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GVAR(slowdownFactor) = 1;
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//Closed Bolt, most weapons are closed bolt
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GVAR(closedBolt) = 1;
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};
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class Rifle_Base_F;
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class Rifle_Long_Base_F: Rifle_Base_F {
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GVAR(dispersion) = 0.75;
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// Open Bolt, most machine guns are open bolt, which cannot normally cook off, and use this as a parent class
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// A lot of sniper rifles also use this as a parent class, they will need to be indivisually set to closed bolt, but it's probably not an issue as they are unlikely to overheat
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GVAR(closedBolt) = 0;
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};
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class arifle_MX_Base_F: Rifle_Base_F {
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// Custom jam clearing action. Default uses reload animation.
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ACE_clearJamAction = "GestureReloadMX";
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};
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class arifle_MX_SW_F: arifle_MX_Base_F {
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// Custom jam clearing action. Use empty string to undefine.
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ACE_clearJamAction = "";
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// 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
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GVAR(allowSwapBarrel) = 1;
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GVAR(dispersion) = 0.75;
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};
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class DMR_01_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_02_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_03_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_04_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_05_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_06_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class DMR_07_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class EBR_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class GM6_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class LRR_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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};
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class MMG_01_base_F: Rifle_Long_Base_F {
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GVAR(allowSwapBarrel) = 1;
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};
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class MMG_02_base_F: Rifle_Long_Base_F {
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GVAR(allowSwapBarrel) = 1;
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};
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class LMG_Zafir_F: Rifle_Long_Base_F {
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GVAR(allowSwapBarrel) = 1;
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};
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class LMG_Mk200_F: Rifle_Long_Base_F {
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GVAR(allowSwapBarrel) = 1;
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};
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class LMG_03_Base_F: Rifle_Long_Base_F {
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GVAR(allowSwapBarrel) = 1;
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};
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class sgun_HunterShotgun_01_base_F : Rifle_Long_Base_F {
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GVAR(closedBolt) = 1;
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GVAR(jamTypesAllowed) = ["Fire","Dud"];
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};
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class ACE_ItemCore;
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class CBA_MiscItem_ItemInfo;
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class ACE_SpareBarrel_Item: ACE_ItemCore {
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displayName = CSTRING(SpareBarrelName);
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author = ECSTRING(common,ACETeam);
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scope = 2;
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descriptionshort = CSTRING(SpareBarrelDescription);
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picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
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class ItemInfo: CBA_MiscItem_ItemInfo {
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mass = 60;
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};
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};
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};
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